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etc. Mobile 3D Graphics with OpenGL ES and M3G

✍ Scribed by Pulli K.


Tongue
English
Leaves
462
Category
Library

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✦ Synopsis


Π˜Π·Π΄Π°Ρ‚Π΅Π»ΡŒΡΡ‚Π²ΠΎ Morgan Kaufmann, 2008, -462 pp.

The mobile phone is by far the most widely available device with rendering capabilities in the world, and it is very likely that this will continue to be the case. However, this ubiquitous tool may not continue to be centered around its phone function for much longer, as it evolves more and more into a multifaceted device, which you might want to call a mobile Gizmo (see Bruce Sterling’s keynote at SIGGRAPH2004). Inevitably, graphics is becoming a core part of such a Gizmo.
The pivotal role of graphics in the future of the Gizmo, and the fact that these devices are spread out (quite evenly, compared to other rendering platforms) over the entire globe, makes the mobile phone an incredibly exciting platform on which to develop graphics. Over the past few years, I have done quite a lot of research on mobile graphics and energy-efficient graphics hardware targeting these platforms. I believe that the authors of this book and I share the vision of omnipresent three-dimensional graphics on all mobile devices.
Compared to the contributions made through my research, the authors provide within these pages more than a small stepping stone. In my opinion, this book is an escalator, which takes the field to new levels. This is especially true because their text ensures that the topic is easily accessible to everyone with some background in computer science. Further, this book is unique in that it provides a single resource covering both OpenGL ES and M3G. These open APIs have been specifically developed for mobile devices, and many in the community, including myself, expect that these will be the most widely utilized APIs for the foreseeable future.
The foundations of this book are clear, and the authors are extremely knowledgeable about the subject, partly due to the enormous amounts of time and effort they have invested in standardization organizations, such as the Khronos Group and Java community, which are committed to making both the OpenGL ES and M3G standards faster, more robust, and easier to use. Undoubtedly, the authors of this book will continue to help develop even better versions of these APIs as the field progresses. I am certain that the future of mobile graphics will be more than bright, and with this book in your hand, you, the reader, will be able to create vibrant applications with three-dimensional graphics on mobile devices. Hopefully, your mobile graphics applications will be like nothing the world has ever seen before.
Introduction
Part I Anatomy of a Graphics Engine
Linear Algebra for 3D Graphics
Low-Level Rendering
Animation
Scene Management
Performance and Scalability
Part II OpenGL ES and EGL
Introducing Opengl ES
OpenGL ES Transformation and Lighting
OpenGL ES Rasterization and Fragment Processing
Miscellaneous OpenGL ES Features
EGL
Part III M3G
Introducing M3G
Basic M3G Concepts
Low-Level Modeling in M3G
The M3G Scene Graph
Animation in M3G
Part IV Appendix
A Fixed-Point Mathematics
B Java Performance Tuning

✦ Subjects


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